- <EffectType>Level</EffectType> is not functioning in any xml files except ImprovementDefs.xml and PlanetTerrainDef.xml
- This means that several technologies (GenericEnvironmentOptimization#) and events do not function
- May be caused by the usage of surrounding tags. All working tags are surrounded by superior <bonus> tags, non functioning usages are surrounded by <stats> tags.
- Multiple Errors in Altarian tech defs vs Improvements
- 1st tier Altarian approval technology doesn't correctly unlock healing pool or 2nd stage approval buildings
- Several others I can't remember right now, one is listed by someone else in another post.
- Error in General Tech tree.
- InnovationComplex(?) gives +75% influence instead of research
- Anomaly Errors
- If the player has no chosen tech (e.g. just finished), the free tech anomaly and 25% tech anomaly will fire but give nothing.
- Precursor replicators can try and finish a project. For instance, a humorous event where they supposedly rushed birthing subsidies, then shut down. Note this has no effect.
- Global Event errors
- Neighbours event non functional due to bug No. 1.
- Public education event neutral reduces RESEARCH(!) by 5% instead of economy.
- Helpful Nanobots increase building costs by 20% instead of reducing them.
- Terraforming event is only partially implemented and highly misleading. Only the Good option gives any kind of reward (+10% science)
- UPResolutions Errors
- If the patents resolution fails, next time UP convenes, an option to repeal it is present even though it did not pass.
- GalacticDomainAct is only half functional. Starbases can still be constructed in unowned space (intended) but planets cannot be settled (unintended).
- If you are stuck in such a game, build a starbase near habitable planets and then you can colonize.
- General bugs
- AI too willing to trade with eachother, making it hard to play balanced games
- Feedback on trading vessels and trade tech does not explain that you can only set up trade routes WITH OTHER RACES, not your own planets like in civ etc.
- Precursor relics give 512.5%(!) bonus level one, 25% bonus level two. Probably intended to be 12.5% for level one.
- Planet management screen, manufacturing tool tip does not display raw manufacturing, or amount used for military and bonuses. This is very annoying, and makes planning difficult.
Some of these bugs can be fixed in the xml, others look like they are bugs in code. Please fix as Altarians are currently unplayable and relics are unintentionally op, especially since the ai doesn't use them.
So why did I do so much digging through the xml? I'm making a mod for myself I call "More planets". I say mod but it is just altering one xml file, StarSystemDefs so stars are more likely to have more planets and at greater ranges!